So this is the trailer for when the Spaceslingers page goes live on Steam.
A little while ago I decided that I'm going to be putting this game on Steam when I'm done. A couple of reasons for this:
- I think it's a pretty neat little puzzle game and I've put a lot of work into it, especially graphically, which is a rarity for me.
- It's a good dry run for any more ambitious projects that I might want to put on Steam later on, I can learn the Steam ropes with this and hopefully earn enough to get back the Steam fee for this and get some extra to pay for the Steam fee for the next project I might want to upload there.
- The relatively small scope of this project means that I'm not investing huge chunks of time and then being desperate to recoup that in some form.
- I've never really released a commercial project before and I think it'll be an interesting experience, regardless of success or failure.
That's the main reasons at least. So over roughly the last month I've been delving deep into the act of setting up a Steam page and working functionality into the game so it can talk to Steam. It's been an interesting and cool process (seeing the Steam popup in the corner of the game for the first time was quite a feeling). The majority of the time though, I've literally just been making additional media and not really working on the code that much. There's roughly 4 million different images you have to upload to Steam (perhaps a tad of exaggeration there, but still, it was definitely a laborious process) and these images are all in various sizes that are not quite compatible with each other, making resizing and rejiggering a pain.
Then there was the trailer...Oh, the trailer. This was by far the biggest pain in my arse. I haven't done any video editing really and it was quite a steep learning curve getting comfortable with how everything works. On top of that I started with an editing program that ended up being broken in a hidden way (intentionally broken by the company that owned it because a new version had been released and they clearly wanted everyone to upgrade), so about three quarters way through the project I had to restart in an entirely different program and relearn everything coming from that programs perspective. But I soldiered through and eventually came out with a little trailer. It's not perfect, but it's as close as my currently shallow skills are going to allow.
I'm interested in some feedback on the video, is there anything egregious that I might be missing? Does it excite you? I was trying to strike the right balance between "showy" and not lying about what the product was and I think I got there in the end, but I'd be interested in hearing from both people who've played the game and people who haven't what the trailer says to them.
Leave a comment
Log in with itch.io to leave a comment.